Anyway, I think it would be cool to have a 3rd custom ship tournament, for just ship versus ship. No teams, no fleets, just one ship vs another.. I'm taking suggestions, but I've used Fireborn's as a base, with a few tweaks and additions:
This tournament will have a 115 point bracket.
Core HP | 1 point/50 | 1 points/25 | 1 point/10
Base HP | 500 | 400 | 300
Max Speed | 1 points/0.10 | 1 points/0.15 | 1 points/0.25
Accelerate | 1 points/0.01 | 1 points/0.02 | 1 points/0.05
Turning | 1 points/0.05 | 1 points/0.10 | 1 points/0.20
Sections | 1 points/2 | 1 points/1 | 2 points/1
Sec.HP Base| 200 | 150 | 100
Sec.HP Add | 1 points/250 | 1 points/200 | 1 point/150
While looking at the blank ship, set the Core’s HP to the Base HP
value that appears in the column of the ship class you have chosen, and the Max Speed, Acceleration, and Turning to zero. From here you should decide how many points you plan to allocate to the basics of the ship.
You can spend as many points on these attributes and have as many sections as you can afford. As you buy sections, you should set their Custom HP
to the value listed in the Sec.HP Base
row so that you don’t forget to do it later. You may want to consider strategically beefing up certain sections, though in most cases it’s better to just add ablative sections meant to be lost.
All Sections must be touching the section they are parented to. No section can have it's size increased/decreased by more than 3 nudges in both directions. Section 26 can not be increased in size.. All sections must have at least half of them showing*. The Blue Circle of the core must be visible, and the Defense Platform Civilian ship and Small cores are out of bounds.
(* One in five sections may be hidden if it's part of a 'super structure, IE having multiple pieces attached to it. This Sections cannot have weapons/modules parented to them)
Keep in mind, though, that you will have a set number of points, and no battle was ever won purely by defensive measures.
As far as AI goes, any AI can be selected and any AI Range set. Keep in mind that the AI Range is the distance your ship will try to keep between its core and the enemy’s, so it really should be no farther than your shortest ranged weapon. Though weapons mounted father back than the core will have their effective range reduced.
At this point, you’ve more than likely spent around half of the points, and hopefully have some idea what you want your killing machine to wield. Yet now comes the hard part. Where and how should you mount the instruments of your will?
Should you attempt to cover all angles of attack, or trust that your ship can turn fast enough to keep the opposition in its sights? Should you invest in your active defenses, or pour all your resources into firepower?
There are a few extra rules regarding equipment, these are listed in the fourth column.
Pulse Gun | 1 | 1 | 2 |
Gatling Pulse | 2 | 2 | 2 |
Blaster Cannon | 2 | 3 | 4 |
Gatling Blaster | 3 | 4 | 6 |
Quad Blaster | 4 | 5 | 7 |
Repeater Gun | 1 | 1 | 2 |
Tachyon Cannon | 2 | 3 | 4 |
Tachyon Repeater| 6 | 8 | 10 | 4
Tachyon Driver | 2 | 3 | 4 |
Plasma Charge | 2 | 3 | 4 |
Missile Launcher| 1 | 2 | 2 |
Mining Beam | 1 | 1 | 2 |
Scatter Beam | 1 | 2 | 3 |
Beamer | 3 | 4 | 5 |
Shock Beamer | 2 | 3 | 4 |
Mega Beam | 4 | 5 | 6 |
Flak Cannon | 2 | 3 | 4 |
Particle Gun | 2 | 3 | 4 |
Point Beam | 3 | 4 | 5 |
Demeter Launcher| 2 | 4 | 6 |
Demeter Pod Lchr| 9 | 12 | 15 | 4
Weasel Gun | 2 | 3 | 4 |
Pulsar Gun | 2 | 3 | 4 |
Sidewinder | 2 | 3 | 4 |
Railgun | 3 | 5 | 7 |
Gosling Launcher| 3 | 4 | 6 |
Nano Matrix | 10 | 12 | 17 | 1
Gravitic Impeder| 4 | 5 | 6 |
Platform Faber | 5 | 7 | 8 |
Impeder Faber | 6 | 8 | 10 |
Dieterling Devic| 4 | 6 | 7 | 2
Flux Projector | Restricted | for AI | reasons | 0
Booster | 2 | 3 | 6 | 2
Aegis Deflector | N/A | N/A | N/A | 0
Deflector Shield| 2 | 4 | 6 | *
Teller Torpedo | 2 | 4 | 6 |
Gluon Bolter | 4 | 6 | 8 |
Lancet Beam | 6 | 9 | 10 | 2
Frosch Gun | 6 | 10 | 12 | 1
Rochast Resistor| 4 | 6 | 8 |
Thruster | 3 | 2 | 1 | **
* You may only have 1 Deflector Shield per 3 sections, not counting your core.
** You may have as many thrusters as you want, as long as they don;t increase your speeds above 100%. Each one will allow you to Increase your Speed by 0.12, Turning by 0.09, and Acell by 0.01. All Thrusters must be on the back of the ship.
(Be sure to manually set the turn rate for all Thrusters. If copied, they loose their turn data)
Weapons and modules cannot be stacked on top of each other, they must not overlap, or at least not in shipbuilder. There should be a gap inbetween them. Weapons can not be modded. Weapon arcs may be made as small as you want, as low as 5 Degrees if you wish so. Remember this will be AI on AI, so design you ships with that in mind.
The Tourmenant will be a round robin. Each ship will fight each other in a 1v1, best out of three. The ship with the most wins, umm, wins. Ships will start some distance from eachother, so longer ranged ships will be able to fire first.
(One question though: Should no two ships be able to beat eachother [always winning as Enemy/Ally, neither being able to win after obscene amounts of time at 80+ FPS, etc] what kind of deciding factors would you like to see?